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                        <h1 class="file-heading">File: src&#x2F;pixi&#x2F;loaders&#x2F;AssetLoader.js</h1>

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&#x2F;**
 * @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
 *&#x2F;

&#x2F;**
 * A Class that loads a bunch of images &#x2F; sprite sheet files. Once the assets have been loaded they are added to the PIXI Texture cache and can be accessed easily through PIXI.Texture.fromFrame(), PIXI.Texture.fromImage() and PIXI.Sprite.fromImage(), PIXI.Sprite.fromFromeId()
 * When all items have been loaded this class will dispatch a &#x27;loaded&#x27; event
 * As each individual item is loaded this class will dispatch a &#x27;progress&#x27; event
 * @class AssetLoader
 * @constructor
 * @extends EventTarget
 * @param assetURLs {Array} an array of image&#x2F;sprite sheet urls that you would like loaded supported. Supported image formats include &quot;jpeg&quot;, &quot;jpg&quot;, &quot;png&quot;, &quot;gif&quot;. Supported sprite sheet data formats only include &quot;JSON&quot; at this time
 *&#x2F;
PIXI.AssetLoader = function(assetURLs)
{
	PIXI.EventTarget.call( this );
	
	&#x2F;**
	 * The array of asset URLs that are going to be loaded
	 * @property assetURLs
	 * @type Array
	 *&#x2F;
	this.assetURLs = assetURLs;
	
	this.assets = [];

	this.crossorigin = false;
}

&#x2F;**
Fired when an item has loaded
@event onProgress
**&#x2F;

&#x2F;**
Fired when all the assets have loaded
@event onComplete 
**&#x2F;

&#x2F;&#x2F; constructor
PIXI.AssetLoader.constructor = PIXI.AssetLoader;

&#x2F;**
 * This will begin loading the assets sequentially
 *&#x2F;
PIXI.AssetLoader.prototype.load = function()
{
	this.loadCount = this.assetURLs.length;
	var imageTypes = [&quot;jpeg&quot;, &quot;jpg&quot;, &quot;png&quot;, &quot;gif&quot;];
	
	var spriteSheetTypes = [&quot;json&quot;];
	
	for (var i=0; i &lt; this.assetURLs.length; i++) 
	{
		var filename = this.assetURLs[i];
		var fileType = filename.split(&#x27;.&#x27;).pop().toLowerCase();
		&#x2F;&#x2F; what are we loading?
		var type = null;
		
		for (var j=0; j &lt; imageTypes.length; j++) 
		{
			if(fileType == imageTypes[j])
			{
				type = &quot;img&quot;;
				break;
			}
		}
		
		if(type != &quot;img&quot;)
		{
			for (var j=0; j &lt; spriteSheetTypes.length; j++) 
			{
				if(fileType == spriteSheetTypes[j])
				{
					type = &quot;atlas&quot;;
					break;
				}
			}
		}
		
		if(type == &quot;img&quot;)
		{
			
			var texture = PIXI.Texture.fromImage(filename, this.crossorigin);
			if(!texture.baseTexture.hasLoaded)
			{
				
				var scope = this;
				texture.baseTexture.addEventListener( &#x27;loaded&#x27;, function ( event ) 
				{
					scope.onAssetLoaded();
				});
	
				this.assets.push(texture);
			}
			else
			{
				
				&#x2F;&#x2F; already loaded!
				this.loadCount--;
				&#x2F;&#x2F; if this hits zero here.. then everything was cached!
				if(this.loadCount == 0)
				{
					this.dispatchEvent( { type: &#x27;onComplete&#x27;, content: this } );
					if(this.onComplete)this.onComplete();
				}
			}
			
		}
		else if(type == &quot;atlas&quot;)
		{
			var spriteSheetLoader = new PIXI.SpriteSheetLoader(filename);
			spriteSheetLoader.crossorigin = this.crossorigin;
			this.assets.push(spriteSheetLoader);
			
			var scope = this;
			spriteSheetLoader.addEventListener( &#x27;loaded&#x27;, function ( event ) 
			{
				scope.onAssetLoaded();
			});
			
			spriteSheetLoader.load();
		}
		else
		{
			&#x2F;&#x2F; dont know what the file is! :&#x2F;
			&#x2F;&#x2F;this.loadCount--;
			throw new Error(filename + &quot; is an unsupported file type &quot; + this);
		}
		
		&#x2F;&#x2F;this.assets[i].load();
	};
}

PIXI.AssetLoader.prototype.onAssetLoaded = function()
{
	this.loadCount--;
	this.dispatchEvent( { type: &#x27;onProgress&#x27;, content: this } );
	if(this.onProgress)this.onProgress();
	
	if(this.loadCount == 0)
	{
		this.dispatchEvent( { type: &#x27;onComplete&#x27;, content: this } );
		if(this.onComplete)this.onComplete();
	}
}


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